#version 320 es
#ifdef GL_ES
	precision highp float;
#endif
in vec2 iVertex;
out vec2 UV;

void main()
{
	gl_Position =  vec4(iVertex, 0.0, 1.0);// set z=0.0 means set depth=0.0
	UV = (iVertex + vec2(1.0, 1.0)) / 2.0;
}